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bcdbedc0be
* Add RakNet source files to the VS project
439 lines
17 KiB
C++
439 lines
17 KiB
C++
/// \file
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/// \brief \b [Depreciated] Maps packet IDs to functions. I use this in the samples, but you shouldn't use it yourself.
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///
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/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
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///
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/// Usage of RakNet is subject to the appropriate license agreement.
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/// Creative Commons Licensees are subject to the
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/// license found at
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/// http://creativecommons.org/licenses/by-nc/2.5/
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/// Single application licensees are subject to the license found at
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/// http://www.rakkarsoft.com/SingleApplicationLicense.html
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/// Custom license users are subject to the terms therein.
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/// GPL license users are subject to the GNU General Public
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/// License as published by the Free
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/// Software Foundation; either version 2 of the License, or (at your
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/// option) any later version.
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#ifndef __MULTIPLAYER_H
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#define __MULTIPLAYER_H
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struct Packet;
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#define _DO_PRINTF
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#include "Export.h"
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// #pragma deprecated(Multiplayer)
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/// \brief Maps packet IDs to functions
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///
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/// \depreciated This will eventually be replaced with the plugin-system.
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/// \sa PacketEnumerations.h
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template <class InterfaceType>
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class RAK_DLL_EXPORT Multiplayer
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{
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public:
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/// Default Constructor
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Multiplayer();
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/// Destructor
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virtual ~Multiplayer();
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/// Call every update cycle to read packets from RakNet and parse them down to the appropriate function.
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virtual void ProcessPackets( InterfaceType *interfaceType );
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protected:
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virtual void ReceiveRemoteDisconnectionNotification( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveRemoteConnectionLost( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveRemoteNewIncomingConnection( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveRemoteExistingConnection( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveRemoteStaticData( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveConnectionBanned( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveConnectionRequestAccepted( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveNewIncomingConnection( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveConnectionAttemptFailed( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveConnectionResumption( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveNoFreeIncomingConnections( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveDisconnectionNotification( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveConnectionLost( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceivedStaticData( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveInvalidPassword( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveModifiedPacket( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveVoicePacket( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceivePong( Packet *packet, InterfaceType *interfaceType );
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virtual void ReceiveAdvertisedSystem( Packet *packet, InterfaceType *interfaceType );
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virtual void ProcessUnhandledPacket( Packet *packet, unsigned char packetIdentifier, InterfaceType *interfaceType );
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// static unsigned char GetPacketIdentifier( Packet *packet );
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private:
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};
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// If you don't want to use distributed network objects, delete this include
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//#include "DistributedNetworkObjectManager.h"
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#include "PacketEnumerations.h"
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#include "NetworkTypes.h"
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#include <assert.h>
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#include <stdio.h>
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#include "GetTime.h"
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#ifdef _DO_PRINTF
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#include <memory.h>
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#endif
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template <class InterfaceType>
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Multiplayer<InterfaceType>::Multiplayer()
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{
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}
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template <class InterfaceType>
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Multiplayer<InterfaceType>::~Multiplayer()
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{}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ProcessPackets( InterfaceType *interfaceType )
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{
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Packet * p;
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unsigned char packetIdentifier;
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p = interfaceType->Receive();
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while ( p )
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{
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if ( ( unsigned char ) p->data[ 0 ] == ID_TIMESTAMP )
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{
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if ( p->length > sizeof( unsigned char ) + sizeof( unsigned int ) )
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packetIdentifier = ( unsigned char ) p->data[ sizeof( unsigned char ) + sizeof( unsigned int ) ];
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else
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break;
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}
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else
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packetIdentifier = ( unsigned char ) p->data[ 0 ];
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// Check if this is a native packet
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switch ( packetIdentifier )
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{
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case ID_REMOTE_DISCONNECTION_NOTIFICATION:
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ReceiveRemoteDisconnectionNotification( p, interfaceType );
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break;
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case ID_REMOTE_CONNECTION_LOST:
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ReceiveRemoteConnectionLost( p, interfaceType );
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break;
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case ID_REMOTE_NEW_INCOMING_CONNECTION:
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ReceiveRemoteNewIncomingConnection( p, interfaceType );
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break;
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case ID_REMOTE_EXISTING_CONNECTION:
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ReceiveRemoteExistingConnection( p, interfaceType );
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break;
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case ID_REMOTE_STATIC_DATA:
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ReceiveRemoteStaticData( p, interfaceType );
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break;
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case ID_CONNECTION_BANNED:
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ReceiveConnectionBanned( p, interfaceType );
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break;
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case ID_CONNECTION_REQUEST_ACCEPTED:
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ReceiveConnectionRequestAccepted( p, interfaceType );
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break;
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case ID_NEW_INCOMING_CONNECTION:
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ReceiveNewIncomingConnection( p, interfaceType );
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break;
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case ID_CONNECTION_ATTEMPT_FAILED:
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ReceiveConnectionAttemptFailed( p, interfaceType );
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break;
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case ID_NO_FREE_INCOMING_CONNECTIONS:
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ReceiveNoFreeIncomingConnections( p, interfaceType );
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break;
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case ID_DISCONNECTION_NOTIFICATION:
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ReceiveDisconnectionNotification( p, interfaceType );
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break;
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case ID_CONNECTION_LOST:
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ReceiveConnectionLost( p, interfaceType );
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break;
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case ID_RECEIVED_STATIC_DATA:
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ReceivedStaticData( p, interfaceType );
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break;
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case ID_INVALID_PASSWORD:
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ReceiveInvalidPassword( p, interfaceType );
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break;
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case ID_MODIFIED_PACKET:
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ReceiveModifiedPacket( p, interfaceType );
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break;
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case ID_PONG:
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ReceivePong( p, interfaceType );
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break;
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case ID_ADVERTISE_SYSTEM:
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ReceiveAdvertisedSystem( p, interfaceType );
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break;
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default:
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// If not a native packet send it to ProcessUnhandledPacket which should have been written by the user
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ProcessUnhandledPacket( p, packetIdentifier, interfaceType );
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break;
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}
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interfaceType->DeallocatePacket( p );
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p = interfaceType->Receive();
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}
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ProcessUnhandledPacket( Packet *p, unsigned char packetIdentifier, InterfaceType *interfaceType )
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{
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// This class should have been overrided to handle user defined packets
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#ifdef _DO_PRINTF
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// Uncomment this to show output as integers
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/* int i;
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static unsigned messageNumber=0;
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// Raw output (nonstring)
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printf("Multiplayer::ProcessUnhandledPacket (%i) (%i): ", messageNumber++, p->length);
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for (i=0; i < p->length; i++)
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printf("%i ",p->data[i]);
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printf("\n");
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*/
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// Uncomment this to show output as a string
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// Raw output (string)
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printf( "(%i) %s\n", p->data[0], p->data );
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#endif
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveRemoteDisconnectionNotification( Packet *packet, InterfaceType *interfaceType )
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{
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// Another system has disconnected. Client only.
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#ifdef _DO_PRINTF
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printf( "ID_REMOTE_DISCONNECTION_NOTIFICATION from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_REMOTE_DISCONNECTION_NOTIFICATION,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveRemoteConnectionLost( Packet *packet, InterfaceType *interfaceType )
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{
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// Another system has been dropped by the server. Client only.
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#ifdef _DO_PRINTF
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printf( "ID_REMOTE_CONNECTION_LOST from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_REMOTE_CONNECTION_LOST,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveRemoteNewIncomingConnection( Packet *packet, InterfaceType *interfaceType )
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{
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// Another system has connected. Client only.
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#ifdef _DO_PRINTF
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printf( "ID_REMOTE_NEW_INCOMING_CONNECTION from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_REMOTE_NEW_INCOMING_CONNECTION,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveRemoteExistingConnection( Packet *packet, InterfaceType *interfaceType )
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{
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// We just connected to the server and are getting a list of players already connected
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// Note due to thread timing you might get both this and ID_REMOTE_NEW_INCOMING_CONNECTION when first connecting.
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// Client only.
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#ifdef _DO_PRINTF
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printf( "ID_REMOTE_EXISTING_CONNECTION from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_REMOTE_EXISTING_CONNECTION,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveRemoteStaticData( Packet *packet, InterfaceType *interfaceType )
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{
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// A client got the remote static data for another system
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// Client only.
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#ifdef _DO_PRINTF
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printf( "ID_REMOTE_STATIC_DATA from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_REMOTE_EXISTING_CONNECTION,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveConnectionBanned( Packet *packet, InterfaceType *interfaceType )
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{
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// We are banned from connecting to the system specified in packet->playerId
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// Peer or client
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#ifdef _DO_PRINTF
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printf( "ID_CONNECTION_BANNED from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_REMOTE_EXISTING_CONNECTION,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveConnectionRequestAccepted( Packet *packet, InterfaceType *interfaceType )
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{
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// Our request to connect to another system has been accepted. Client only.
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#ifdef _DO_PRINTF
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printf( "ID_CONNECTION_REQUEST_ACCEPTED from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_CONNECTION_REQUEST_ACCEPTED,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveNewIncomingConnection( Packet *packet, InterfaceType *interfaceType )
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{
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// Another system has requested to connect to us, which we have accepted. Server or peer only.
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#ifdef _DO_PRINTF
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printf( "ID_NEW_INCOMING_CONNECTION from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_NEW_INCOMING_CONNECTION,interfaceType);
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// This will send all existing distributed objects to the new player
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#ifdef __DISTRIBUTED_NETWORK_OBJECT_MANAGER_H
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DistributedNetworkObjectManager::Instance() ->SendAllDistributedObjects( packet->playerId );
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#endif
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveConnectionAttemptFailed( Packet *packet, InterfaceType *interfaceType )
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{
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// Another system has requested to connect to us, which we have accepted. Server or peer only.
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#ifdef _DO_PRINTF
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printf( "ID_CONNECTION_ATTEMPT_FAILED from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_NEW_INCOMING_CONNECTION,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveConnectionResumption( Packet *packet, InterfaceType *interfaceType )
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{
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// Someone who was already connected to us connected again. Server or peer only.
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#ifdef _DO_PRINTF
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printf( "ID_CONNECTION_RESUMPTION from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_CONNECTION_RESUMPTION,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveNoFreeIncomingConnections( Packet *packet, InterfaceType *interfaceType )
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{
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// The system we connected to has no free slots to connect to
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// Set free slots by calling SetMaximumIncomingConnections
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// Client or peer only.
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#ifdef _DO_PRINTF
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printf( "ID_NO_FREE_INCOMING_CONNECTIONS from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_NO_FREE_INCOMING_CONNECTIONS,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveDisconnectionNotification( Packet *packet, InterfaceType *interfaceType )
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{
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// A remote system terminated the connection. packet->playerId specifies which remote system
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#ifdef _DO_PRINTF
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printf( "ID_DISCONNECTION_NOTIFICATION from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_DISCONNECTION_NOTIFICATION,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveConnectionLost( Packet *packet, InterfaceType *interfaceType )
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{
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// The network cannot send reliable packets so has terminated the connection. packet->playerId specifies which remote system
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#ifdef _DO_PRINTF
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printf( "ID_CONNECTION_LOST from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_CONNECTION_LOST,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceivedStaticData( Packet *packet, InterfaceType *interfaceType )
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{
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// Another system has just sent their static data to us (which we recorded automatically)
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#ifdef _DO_PRINTF
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printf( "ID_RECEIVED_STATIC_DATA from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_RECEIVED_STATIC_DATA,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveInvalidPassword( Packet *packet, InterfaceType *interfaceType )
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{
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// Our connection to another system was refused because the passwords do not match
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#ifdef _DO_PRINTF
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printf( "ID_INVALID_PASSWORD from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_INVALID_PASSWORD,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveModifiedPacket( Packet *packet, InterfaceType *interfaceType )
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{
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// The network layer has detected packet tampering
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// This does NOT automatically close the connection
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#ifdef _DO_PRINTF
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printf( "ID_MODIFIED_PACKET from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_MODIFIED_PACKET,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveVoicePacket( Packet *packet, InterfaceType *interfaceType )
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{
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// We got a voice packet
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#ifdef _DO_PRINTF
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printf( "ID_VOICE_PACKET from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// ProcessUnhandledPacket(packet, ID_VOICE_PACKET,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceivePong( Packet *packet, InterfaceType *interfaceType )
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{
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// Peer or client. Response from a ping for an unconnected system.
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#ifdef _DO_PRINTF
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RakNetTime time, dataLength;
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memcpy( ( char* ) & time, packet->data + sizeof( unsigned char ), sizeof( unsigned int ) );
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dataLength = packet->length - sizeof( unsigned char ) - sizeof( unsigned int );
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printf( "ID_PONG from PlayerID:%u:%u on %p.\nPing is %i\nData is %i bytes long.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType, time, dataLength );
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if ( dataLength > 0 )
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printf( "Data is %s\n", packet->data + sizeof( unsigned char ) + sizeof( unsigned int ) );
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#endif
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// ProcessUnhandledPacket(packet, ID_PONG,interfaceType);
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}
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template <class InterfaceType>
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void Multiplayer<InterfaceType>::ReceiveAdvertisedSystem( Packet *packet, InterfaceType *interfaceType )
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{
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// Got a packet from another RakNet system indicating that it exists.
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// Currently this is used for the master server for the server to indicate its external
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// IP to a client as well as open the NAT
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#ifdef _DO_PRINTF
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printf( "ID_ADVERTISED_SYSTEM from PlayerID:%u:%u on %p.\nIf you are running a client connecting to a server behind a NAT, you should\ncall Disconnect and connect to the to the IP specified by packet->playerId instead\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
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#endif
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// When you get this packet, you should disconnect if you are not already connected. Then connect
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// To the IP / port given by packet->playerID. You can translate a PlayerID to an IP with PlayerIDToDottedIP
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}
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#endif
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